An update to improve a number of bits and pieces:
HUD/UI
- Juice meter now blinks when juice low
- Energy bar also now blinks when energy low
- Added new 'activity log' UI element, top right of screen. Non-critical info / confirmations now show up here. So that important info stands out more from these.
- Offscreen Point Of Interest Indicators radial logic improved and eliminate flicker
- The messages/prompts that appear at bottom of screen are now larger and if the information is very important is also a bit throbby
- The very first sensor override - ensure the prompt to teach it is onscreen earlier, is big and throbby. Hopefully no longer missable!
- Messages shown when player installs bug upgrade disks reviewed, simplified, improved. Hope. Also now keeps nagging about how to use the upgrade until it's been used the first time.
- ControlsUI scaled up a bit, was pretty small
- Tab/Meta UI flash unread arrows to draw attention
- Mouse Sensitivity can now be set even lower
General/Gameplay
- Grab -> Throw beefed up. You can now throw farther.
- Bug 22 starts with higher energy
- Bug Printer now 'gifts' Bug 22 some free energy, scaled by difficulty level
- Dynamic 'rescue bug' objective no longer announces done if you reprint the bug instead
- Improved Pup interact at close range (e.g you weren't able to collect battery when right up against it, you can now)
- Aeronautics/Rocket ability improved controller so that double-space doesn't give you an initial lift when trying to rocket horizontally
- Aeronautics/Rocket/Stun ability beefed up to make unwormed stun duration more useful (it's still better to worm it though, obviously)
- Light blue static non-ethermatic (non-interactable) crates are now darker/dulle blue to more clearly suggest they're not interactable
- The first MEM should now be less missable
- Rocket Ctrl Warehouse - give crates blocking the exit door a little lower mass to make them more amenable to being rocketed into
- Rocket Ctrl Warehouse: fix exit door not opening fully
- Added a new worm somewhere. Not saying where.
- Debugger map: relocate the Perf Mon so it's less missable. Added a second one to arrival room too.
- Debugger map: Added another key to the locked debugger door. Not saying where.
- Ensure husked DAD can be grabbed.
- EgoSucker: There's now an upgrade path to enable sucking through see-through materials and even solid materials
- EgoSucker: Fixed several hosts that should have been suckable and weren't
- EgoSucker: various egosucker UI feedback improvements
- Found and fixed a bug with long hurried HOPs that could leave your host in a weird half-enabled state
- Increased size of solid vent covers to reduce chance of them getting jammed into vents
Stats
- Technical change to handle case where player loads an old save in a newer version of the game (where area totals may have changed)
AI
- Fixed case where evil eye was trying to target unshootable player host
Audio
- Added a little beep whenever a new insight triggers
